public static void Accept(PlayerController player, GameObject npc)
        {
            npc.GetComponent <tk2dSpriteAnimator>().PlayForDuration("doEffect", -1, "idle");
            player.RemoveAllPassiveItems();
            player.RemoveAllActiveItems();
            player.inventory.DestroyAllGuns();
            LoopManager.LoopAMT += 1;

            RGG.RandomizeStats();
            player.inventory.AddGunToInventory(TimeGun, true);
            player.ownerlessStatModifiers.Clear();
            if (player.characterIdentity != PlayableCharacters.Robot)
            {
                float armor = player.healthHaver.Armor;
                player.healthHaver.Armor -= armor;
            }
            if (player.characterIdentity == PlayableCharacters.Robot)
            {
                float armor = player.healthHaver.Armor;
                if (armor < 6)
                {
                    float ChangeAr = 6 - armor;
                    player.healthHaver.Armor += ChangeAr;
                }
                if (armor > 6)
                {
                    float ChangeAr = armor - 6;
                    player.healthHaver.Armor -= ChangeAr;
                }
            }
            AIActor.HealthModifier *= 1.40f;
            LoopManager.UsedLoop    = true;
            GameManager.Instance.LoadCustomLevel("tt_castle");
        }
Beispiel #2
0
 public static void FoyerAwake(Action <MainMenuFoyerController> orig, MainMenuFoyerController self)
 {
     orig(self);
     RGG.RandomizeStats();
     Replacement.RunReplace(m_cachedReplacementTiers);
     PrimeSaw.HasGottenVice = false;
     CrownChanger.Change();
 }
Beispiel #3
0
 public static void OnQuickRestart(Action <GameManager, float, QuickRestartOptions> orig, GameManager self, float duration, QuickRestartOptions options = default(QuickRestartOptions))
 {
     orig(self, duration, options);
     RGG.RandomizeStats();
     Replacement.RunReplace(m_cachedReplacementTiers);
     PrimeSaw.HasGottenVice = false;
     CrownChanger.Change();
 }
Beispiel #4
0
        protected override void DoEffect(PlayerController user)
        {
            user.RemoveAllPassiveItems();
            user.RemoveAllActiveItems();
            user.inventory.DestroyAllGuns();
            user.carriedConsumables.Currency           -= user.carriedConsumables.Currency;
            user.carriedConsumables.KeyBullets         -= user.carriedConsumables.KeyBullets;
            user.carriedConsumables.ResourcefulRatKeys -= user.carriedConsumables.ResourcefulRatKeys;
            user.Blanks -= user.Blanks;
            if (user.IsGunLocked == true)
            {
                user.IsGunLocked = false;
            }
            LoopManager.LoopAMT += 1;
            RGG.RandomizeStats();
            user.inventory.AddGunToInventory(TimeGun, true);
            user.ownerlessStatModifiers.Clear();
            if (user.characterIdentity != PlayableCharacters.Robot)
            {
                float armor = user.healthHaver.Armor;
                user.healthHaver.Armor -= armor;
                LootEngine.GivePrefabToPlayer(PickupObjectDatabase.GetById(85).gameObject, user);
                LootEngine.GivePrefabToPlayer(PickupObjectDatabase.GetById(85).gameObject, user);
                LootEngine.GivePrefabToPlayer(PickupObjectDatabase.GetById(85).gameObject, user);
            }
            if (user.characterIdentity == PlayableCharacters.Robot)
            {
                float armor = user.healthHaver.Armor;
                if (armor < 6)
                {
                    float ChangeAr = 6 - armor;
                    user.healthHaver.Armor += ChangeAr;
                }
                if (armor > 6)
                {
                    float ChangeAr = armor - 6;
                    user.healthHaver.Armor -= ChangeAr;
                }
            }

            AIActor.HealthModifier *= 1.40f;
            LoopManager.UsedLoop    = true;
            GameManager.Instance.LoadCustomLevel("tt_castle");
        }
Beispiel #5
0
        public override void Start()
        {
            ItemAPI.FakePrefabHooks.Init();
            GungeonAPI.FakePrefabHooks.Init();
            ItemAPI.EnemyBuilder.Init();
            ItemAPI.BossBuilder.Init();
            ItemAPI.EnemyTools.Init();
            SaveAPI.SaveAPIManager.Setup("cel");
            ItemBuilder.Init();
            Hooks.Init();
            GungeonAPI.Tools.Init();
            ShrineFactory.Init();
            Library.DefineGoops();
            Library.InitVacuumProjectiles();
            SpecialBlankModificationItem.InitHooks();
            var forgeDungeon = DungeonDatabase.GetOrLoadByName("Base_Forge");

            hellDrag     = forgeDungeon.PatternSettings.flows[0].AllNodes.Where(node => node.overrideExactRoom != null && node.overrideExactRoom.name.Contains("EndTimes")).First().overrideExactRoom.placedObjects.Where(ppod => ppod != null && ppod.nonenemyBehaviour != null).First().nonenemyBehaviour.gameObject.GetComponentsInChildren <HellDragZoneController>()[0];
            forgeDungeon = null;
            MultiActiveReloadManager.SetupHooks();
            //---  PrinceOfTheJammed.Init();
            //--- PoisonGeistEnemy.Init();
            //---  RiskyAmmoCrate.Register();

            TheBullet.Init();        //1                ACTIVE 1
            FunkyBullets.Init();     //2             PASSIVE 1
            NeedleBullets.Init();    //3            PASSIVE 2
            ImpsHorn.Init();         //4                 PASSIVE 3
            SnareBullets.Init();     //5             PASSIVE 4
            CorruptHeart.Init();     //6             ACTIVE 2
            ShockingBattery.Init();  //7          ACTIVE 3
            Dispenser.Add();         //8                 GUN 1
            IronHeart.Init();        //9                ACTIVE 4
            VoidBottle.Init();       //10              ACTIVE 5
            SprunButBetter.Init();   //11          PASSIVE 5
            PetRock.Init();          //12                 PASSIVE 6
            RGG.Add();               //13                      GUN 2
            Phazor.Add();            //14                   GUN 3
            Tesla.Add();             //15                    GUN 4
            Fallout.Add();           //16                  GUN 5
            SuperCrate.Init();       //17              ACTIVE 6
            SteamSale.Init();        //18               PASSIVE 7
            EmptyBullets.Init();     //19            PASSIVE 8
            Sawblade.Init();         // 20               PASSIVE 9
            Matchbox.Init();         //21                ACTIVE 7
            ACMESupply.Init();       //22              ACTIVE 8
            Mininomicon.Init();      //23             PASSIVE 10
            TerribleAmmoBag.Init();  //24         PASSIVE 11
            Questlog.Init();         //25               ACTIVE 9
            Gunlust.Init();          //26                 PASSIVE 12
            BananaJamHands.Init();   //27          PASSIVE 13
            LiteralTrash.Init();     // MISC 1
            Enemies.SpectreBehav();
            DaggerSpray.Init();      // 28            PASSIVE 14
            AuricVial.Init();        //29               PASSIVE 15
            StakeLauncher.Add();     //30            GUN 6
            DragunClaw.Init();       //31              PASSIVE 16
            DragunWing.Init();       //32              PASSIVE 17
            DragunHeart.Init();      //33             PASSIVE 18
            DragunSkull.Init();      //34             PASSIVE 19
            GravityWell.Init();      //35             PASSIVE 20
            WaterCup.Init();         //36                ACTIVE 10
            SpinelTonic.Init();      //37             ACTIVE 11
            DDR.Init();              //38                     PASSIVE 21
            CitrineAmmolet.Init();   // 39         PASSIVE 22
            MalachiteAmmolet.Init(); //40        PASSIVE 23
            GlassHeart.Init();       // 41             PASSIVE 24
            AccursedShackles.Init(); // 42        PASSIVE 25
            Hooks.BuffGuns();        //43               GUN 7
            D6.Init();               //44                      ACTIVE 12

            TimeKeepersPistol.Add();
            ALiteralRock.Add();    // 47            GUN 8
            FloopBullets.Init();   // 48           PASSIVE 26
            EliteBullets.Init();   // 49            PASSIVE 27
            Enemies.AmmoDotBehav();
            FireworkRifle.Add();   // 50           GUN 9
            Skeleton.Add();        // 51                 GUN 10
            Incremental.Add();     // 52              GUN 11

            VenomRounds.Init();    // 53             PASSIVE 28
            BismuthAmmolet.Init(); //54           PASSIVE 29
            MercuryAmmolet.Init(); //55           PASSIVE 30


            BashelliskRifle.Add(); //56           GUN 12
            MarkOfWind.Init();     //57               PASSIVE 31
            PrimeSaw.Add();        //58a                 GUN 13a
            PrimeVice.Add();       //58b                GUN 13b
            PrimeLaser.Add();      //58c               GUN 13c
            PrimeCannon.Add();     //58d              GUN 13d
            RussianRevolver.Add(); //59           GUN 14
            ImpactRounds.Init();   //60             PASSIVE 31
            DroneController.Add(); //61           GUN 15
            Drone.Add();
            Drone2.Add();
            //D.E.A.T.H. Set
            LittleDroneBuddy.Init();  //62         PASSIVE 32
            DroneBuddy1Gun.Add();     //62a
            TriggerPulseDrone.Init(); //63        PASSIVE 33
            TriggerDroneGun.Add();    //63a
            VenomSpitDrone.Init();    //64a          PASSIVE 34
            VenomSpitDGun.Add();      //64b
            DEATHGun.Add();           //65a                 GUN 16
            DEATHDrone.Add();         //65b
            //True Gunpowder Set
            PrimalNitricAcid.Init();  //66         PASSIVE 35
            PrimalCharcoal.Init();    //67           PASSIVE 36
            PrimalSulfur.Init();      //68             PASSIVE 37
            PrimalSaltpeter.Init();   //69          PASSIVE 38
            TrueGunpowder.Init();     //70            PASSIVE 39
            //
            SpiritOfTheDragun.Add();  //71         GUN 17
            BilliardBouncer.Add();    //72           GUN 18
            ElectricBass.Add();       //73              GUN 19
            IonFist.Add();            //74                   GUN 20
            NenFist.Add();            //74a
            EvilCharmedBow.Add();
            ReloadedRifle.Add();      //75             GUN 21
            AK94.Add();               //76                      GUN 22
            LeakingSyringe.Init();    //77           PASSIVE 40
            Holoprinter.Init();       //78              ACTIVE 14
            Günther.Add();            //79                   GUN 23
            AK141.Add();              //80                     GUN 24
            AK188.Add();              //81                     GUN 25
            InfiniteAK.Add();         //82                GUN 26
            //  ---AltarOfKaliber.Init();
            BrokenAltar.Init();
            PlasmaCannon.Add();   //85              GUN 27
            TheLastChamber.Add(); //86            GUN 28
            //  ---BulletDog.Init();//ENEMY 1
            //--- HunterKin.Init();//ENEMY 2
            AutoShotgun.Add();//87               GUN 29
            // ---CrownOfTheChosen.Init();
            // ---CrownChanger.InitCrowns();

            Vacuum.Add();           //88                    GUN 30
            StickyLauncher.Add();   //89            GUN 31
            SupportContract.Init(); //90          ACTIVE 15
            PanicPistol.Add();      //91               GUN 32
            NineBarreledGun.Add();  //92           GUN 33
            //---Ak_hillesHeel.Init();
            //--- TestTargettingSystem.Init();
            SympathyBullets.Init(); //93          PASSIVE 41
            //--- RefractedGlass.Init();
            BloatedRounds.Init();   //94            PASSIVE 42
            EyesOfStone.Init();     //95              PASSIVE 43
            ShellBank.Init();       //96                PASSIVE 44
            //Katana.Add();

            /*
             * HairGel.Init();
             * IgnitionPowder.Init();
             * Magnorbs.Add(); // need to do the orbiting code
             * PoisonPoltergeist.Init();
             *
             * PsiMarker.Init(); //Still need to fix this lol, specifically SpecialOrbitals needs to be fixed.
             * PsiScales.Add();
             * PsiFocus.Init();
             * //Prob wok on Psi Scales tomorrow.
             * SliverBeam.Add();
             */
            GoldenRecord.Init();//97             ACTIVE 16


            //--- MunitionsChestController.Init();
            if (SteamUsername != string.Empty)
            {
                SteamUsername = SteamFriends.GetPersonaName();
                CrownChanger.Change();
            }

            //SPINEL TONIC BY TankTheta!
            //Bismuth Ammolet sprite by TankTheta!
            //Spirit spride by TankTheta!

            //Thanks to ExplosivePanda for helping with the code for Soul Forge
            DualGunsManager.AddDual();
            HoveringGunsAdder.AddHovers();
            SynergyFormAdder.AddForms();

            foreach (AdvancedSynergyEntry syn in GameManager.Instance.SynergyManager.synergies)
            {
                if (syn.NameKey == "#IRONSHOT")
                {
                    syn.OptionalGunIDs.Add(ETGMod.Databases.Items["billiard_bouncer"].PickupObjectId);
                }
            }

            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.ExtravaganceSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.RulebookSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.SturdyAmmoSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.LeadWeightSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.DragunRoarSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.IronManSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.EldritchLoveSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.TwoForOneSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.CriticalMassSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.OverclockedSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.SovietSkillsSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.CommunistIdealsSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.LuckySpinSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.TestGunSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.DEATHGunSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.TrueGunpowderSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.GoldenSpinSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.LoveLeechSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.JajankenSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.AllOutOfLoveSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.BleedingEdgeSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.AbsoluteChaosSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.ShakenSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.CallingInTheHeavySupportSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.BloodlessSyn()
            }).ToArray <AdvancedSynergyEntry>();
            GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
            {
                new CelSynergies.KvotheKingKillerSyn()
            }).ToArray <AdvancedSynergyEntry>();

            /* --- GameManager.Instance.SynergyManager.synergies = GameManager.Instance.SynergyManager.synergies.Concat(new AdvancedSynergyEntry[]
             * {
             *   new CelSynergies.VacuumChamberSyn()
             * }).ToArray<AdvancedSynergyEntry>();
             */
            ETGModConsole.Commands.AddGroup("cel", args =>
            {
            });

            //---ETGModConsole.Commands.GetGroup("cel").AddUnit("crown_override", this.CrownOverride);
            //---ETGModConsole.Commands.GetGroup("cel").AddUnit("mchest", this.SpawnMChest);
            ETGModConsole.Commands.GetGroup("cel").AddUnit("toggle_eyestrain", ToggleEyeStrain);
            //--- ETGModConsole.Commands.GetGroup("cel").AddUnit("get_risk_value", GetRiskStatValue);
            Log($"{Modname} v{Version} started successfully.", Color);
            Log($"Link to Changelog https://pastebin.com/0LeBBa57", Color);
        }